Documente Academic
Documente Profesional
Documente Cultură
The Talislanta game and fantasy world are the creations of Stephan Michael Sechi. Talislanta is a trademark of SMS, and is used here with permission.
Writing: Bart Savenije. Editing, Layout, & Cartography: Paul Cunningham.
First Printing, October 2010. This book may be reprinted for personal use only. For more information about the world of Talislanta, visit talislanta.com.
Table of Contents
Chapter 1: Travelling Underground _______________________________________ 2-5
Map: Subterranean Talislanta ___________________________________________________ 2-6
HISTORY _______________________________________________________________ 2-8
The Forgotten Age_______________________________________________________________ 2-8
The Archaen Age________________________________________________________________ 2-9
The Great Disaster______________________________________________________________ 2-10
The Phaedran Age ______________________________________________________________ 2-10
TRAVELLING UNDERGROUND____________________________________________ 2-10
The Underground Highway _______________________________________________________ 2-10
Learning the Rocks _____________________________________________________________ 2-11
Chapter 2: Excerpts from the Geological Repository in Durne ________________ 2-13
THE GNOMEKIN PROTECTORATE ____________________________________________ 2-14
The Seventh Road ______________________________________________________________ 2-14
Sidebar: Station Seven _______________________________________________________ 2-14
Sidebar: Tunnel Lights _______________________________________________________ 2-15
Map: A Bunk Hole on the Underground Highway __________________________________ 2-16
The Cymril Underground Connection _______________________________________________ 2-17
Map: A Grotto on the Underground Highway _____________________________________ 2-17
The Underground City of Durne ___________________________________________________ 2-18
Sidebar: Encounters in the Gnomekin Protectorate__________________________________ 2-18
The Durne Slideways ___________________________________________________________ 2-19
Map: The Durne Slideways____________________________________________________ 2-19
Ironroot ______________________________________________________________________ 2-19
Sindar Canyons ________________________________________________________________ 2-20
The Sapphire Mountains _________________________________________________________ 2-21
The Dead River ________________________________________________________________ 2-21
The Land Kra Burrows of Kasmir __________________________________________________ 2-22
The Jaspar Mountain Mines ______________________________________________________ 2-22
Brown Astar __________________________________________________________________ 2-23
Map: One of the Caverns of Brown Astar_________________________________________ 2-24
The Muses of Brown Astar _______________________________________________________ 2-25
The Subterranoids ______________________________________________________________ 2-25
THE WESTERN WATERWAYS ___________________________________________ 2-27
The Dead Lagoon ______________________________________________________________ 2-27
Forgotten Shrines_______________________________________________________________ 2-28
Map: Forgotten Shrine Beneath the Witchwood ____________________________________ 2-29
Fan Sea ______________________________________________________________________ 2-30
The Fan-Ra-San________________________________________________________________ 2-30
The Three Sisters_______________________________________________________________ 2-32
Sidebar: Encounters in the Western Waterways ____________________________________ 2-33
Map: Death Spiral of the Golden Sister __________________________________________ 2-34
The Onyx Mines _______________________________________________________________ 2-35
Spy's Fate_____________________________________________________________________ 2-36
Sidebar: Amerdeiro's Journal __________________________________________________ 2-36
The Cliffs of Khazad ____________________________________________________________ 2-37
The Dark Tongue_______________________________________________________________ 2-37
Travelling
Underground
This is where our lands truly begin, son. Here at Tunnelrock Gate, where the surface road from
Cymril descends into the Tunnels that lead to Durne. From here, the Underground Highway will
take you anywhere you want to go. When you grow up and join the Protectors Force you will see
many wondrous places that are somehow connected to our home. Terra has taught us to travel
where the surface races don’t even know it’s possible. Trust in her to lead you. And now we must
go back home, son, for Terra won’t prevent mom getting angry if we’re late for dinner.
Rock being pulverised under the progressive These are the sounds that define the
attack of giant jaws… Underground Highway throughout the ages,
over and over again, from the birth of the land
The trampling of soldiers boots echoing to its final destiny. For without light,
rhythmically… describing this realm to surface dwellers is
impossible for lack of words that define the
The ‘plok’ of water drops falling on soft stone, intricate atmospheres found underground. For
slowly eroding it away… how would one convey to an Aamanian priest
the clay-iron-like smell of air just a degree
The screams of creatures trapped and killed by colder that indicates the presence of water in a
other creatures… layer of solid granite, or the difference in the
sound of breaking rock that is a mere
The trickle of a small stream finding its way consequence of it cooling down or that
through a cave… indicates an imminent collapse to a Kang
warrior? Perhaps the Gnomekin and the Vajra
The majestic rumble of a collapse… possess a vocabulary for some of these things,
but even their jargon is not apt to describe the
Endless silence… dynamic growth and decline of this vast
network of tunnels, passages, rivers, caverns
Subterranean
Talislanta
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Excerpts from
the Geological
Repository
in Durne
The problem with maps is that they are only two-dimensional.
Durne… underground city, city of moss, stored along with traveller’s reports,
and home of the Geological Respository. geological lore books, treatises on excavation
Opened only in the year 600, the Geological techniques, speleology textbooks, bestiaries on
Repository already has gained fame at the subterranean species, legends pertaining to the
centre for all things geological. Its public Underground Highway in ages long gone. It a
museum proudly presents the unique Strata well-kept Gnomekin secret where all these
Sample Collection, the Miniature Mines tomes, scrolls, sculptures and lore crystals
exposition, the Crystallomantic Artefacts came from in such a short period of time. Fact
display and for the young ones, the A-maze- is that besides any unknown benefactors, the
ing Tunnel Tour and the sculpting workshop. Geological Repository maintains standing
However, for anyone intent on travelling the orders with the Protectors Force to chart and
Underground Highway, its extensive report back any new information gathered on
Geological Repository Library is the true missions into foreign parts of the Underground
treasure chamber. Here, thousands of maps are Highway. In addition, the Geological
Major Branches
Less well-known than the Seventh Road
are the major branches of the Underground
Highway running East and West through the
soil of the Seven Kingdoms. Some fifty miles
South of Tunnelrock, a remarkable tunnel
opens up eastward from the main road. The
portal to this tunnel is the sculpture of a land
kra eating its own tail. This tunnel itself looks
similar to the Seventh Road and equally well
IRONROOT
In the Seven Kingdoms and beyond,
Ironwood is famous for providing extremely
strong, durable wood. Much less well known
is the underground forest called Ironroot.
Ironwood trees grow single long roots that
grow straight down and extract all metal
elements from the ground. This flow causes a
strong magnetic field to permeate throughout
Ironroot. Along with the traces of metal, all
Death Spiral of
the Golden Sister
STRETCH
allow most races to walk upright. It takes a
Vajra to make sense of these mazes and feel at
home here. Nobody, however, will have a hard
The gnomekin have not charted the time appreciating the craftsmanship of this
Underground Highway this far east. What place. Floors and walls are all polished
little is known for sure, Emmo Ebono learned smooth, highlighting the natural layers and
from Vajra engineers. minerals of the rock they are carved in, doors
turn on their hinges at the touch of a finger,
each room is connected by a intricate system
THE ANCESTRAL HOME OF of water pipes and illuminated by cultivated
globs of phosphorescent fungi suspended from
THE VAJRA the ceiling, lighting the room in any of colour
of the rainbow.
The Vajra Hivecities Despite its apparent chaotic design, some
The traditional territories of the Vajra sense can be made of it by one who takes the
below the hills bearing their name are nearly time to study it. Chambers close to the
forgotten except by the Vajra themselves. In entrance are military domain. Barracks, mess
the Opal Mountain mines and the catacombs halls, training areas, armouries, smithies and
of the citadel of Karang Vajra songs can be defensive structures can be found here. It is
heard, softly music from their basso voices. easy to misjudge these rooms, as equal
Songs about their ancestral home, recited only attention has been given to their polished and
when no guards are nearby. These songs tell decorated walls as anywhere else. Spread out
about the Queen’s Chamber with each of its around the army lie the domains of the
walls decorated with mosaics made from workers. These include dormitories, moss
precious stones, glowing gold, orange, yellow farms, storage rooms, mineral mines, tool
and brown in the light of the hearth, about the shops, gem cutting and sculpture studios,
Nursery with growing eggs lying in their temples, schools, and other locales for the
incubator beds of delicately sculpted jade, daily routines of Vajra life. In between the
about the Prayer Hall to Terra, the earth clusters of soldier and worker domains lies
goddess, a large circular hall with Terra’s deep in the earth the royal domain surrounded
mirror, a floor of plain brown rock polished so by the nurseries, servants quarters and burial
smooth that it reflects a Vajra’s image in the chambers. There is only one such cluster in
goddess, about the Corridor of Time spiralling each of the Vajra’s cities.
outward telling the history of the Vajra in its
carved walls from the foundation of the city Somewhere deep, deep in the subterranean
onward… until the year 82. Evacuated and realms of their homeland, some say at the very
sealed by the Quan, these cities lie now heart of the world, lies the essence of the
abandoned, prey to the force of time. Vajran race. A dark space filled with a lake of
magma so hot that its glowing body is covered
If one would know where to find an by a black layer of scorched air. This is the
entrance and be able to break the seal, a Dark Fire, that burns in the soul of every
wondrous realm would be revealed. A Vajra. From opposite sides of the cave, a
collection of hive-settlements lie spread narrow ledge of an unknown type of rock,
throughout the Vajran Hills, each connected to resistant to the immense heat, leads to the
the others by long winding tunnels. Vajra centre of the Dark Fire, but stop twenty feet
cities are nearly impossible to map as short of each other. This symbolized the
corridors curve in all three dimensions,
It is only a matter of time until the Quan The Colourful Caverns possess two
discover this secret, but the Mondre Khan are clusters of naturally resonant crystals. One is a
not too worried about that. The drainage collection of crystals of many different types
tunnels are rarely interconnected and don’t that reflect sounds from other resonant crystals
form an underground network. If one is all over Talislanta. The other bed contains a
discovered, the rest will remain safe until one large group that consist exclusively of orange
by one they have all been found, though it is jacinth crystals. These crystals possess
unlikely that the Quan will ever find them all. properties that make them valuable gemstones
For all they know, Fate may change the world for magic resistant items. How this strong
again long before that ever happens. Drainage resonance of magical resistance works is
tunnels always end up in a lower place, but are unknown. It doesn’t seem to affect the use of
long enough to take the Mondre Khan well out magic in the Colourful Caverns, but it may
of sight of the Quan patrols. The abundance of assist the Kalixa Keepers in the performance
water means that exits are often hidden by of their task.
extensive plant growth and the Mondre Khan
know better than to leave obvious traces.
Experienced Mondre Khan can cover long
THE KALIXA
distances overland by stringing together the The Kalixa are small in stature, with an
short stretches between spindle holes and alabaster-like appearance. Hair in various hues
drainage tunnels. of brown is stuck to their round heads as if it
were sculpted from clay. Their eyes can be in
any bright colour, but always with yellow
THE COLOURFUL CAVERNS pupils that move restlessly, as if afraid to miss
The Variegated Forest earns part of its anything. Yet the composure of the Kalixa is
name from the layered multi-collared rock on the complete opposite, almost regal. They
which it grows. This landmass is made up of never seem to be surprised or swept away by
almost all geological rock types that can be flaring emotions. The Kalixa wear practical
found throughout Talislanta. The variety of
Society Government
The Kalixa are a gentle race that takes The Keeper’s rule is absolute in Kalixa
minute care of their environment, making sure society, although it is hard to tell. Their life is
that all stays as it is. The maintenance of a governed by strict traditions and rituals. The
static environment is the core task of the Keepers do not allow change to come into
Kalixa race. Through a divination ritual at their lives when they can avoid it. As all
birth, a mate for life is chosen for the Kalixa share in their observations during
newborn. Male children move in with the meditation, they lack the urge to go against the
family of their chosen mate. In the constant established rules. Within the boundaries of
climate of the Colourful Caverns, there is no their culture, Kalixa are free to do as they
need for the Kalixa to build homes. Each please. There is no crime among the Kalixa. If
family chooses a niche in one of the caverns as someone gets too excited, he is calmly advised
their own, and the choice is respected by the to spend a full day in meditation by one of the
other families. Families have strict duties, Keepers. If visitors misbehave, they may wake
such as growing the fungal cultures the Kalixa up back on the surface without any memory of
use for food, the making of tools from a type how they got there.
of stone specifically selected for that purpose,
or teaching the children. The family performs Magic and Religion
those duties for the entire population of the The Keepers are skilled in a natural form
Colourful Caverns. The Keepers are the core of thaumaturgy that allows them to detect even
of the Kalixa society and are in charge of all the most tiny of changes that time brings to
repairs. Each keeper is surrounded by half a everything. They possess powers of repair that
dozen hand-picked assistants, who are allow them to heal the earth as well as
exempted from their family’s duties. Keepers creatures and man-made things. The Kalixa
train their assistants in a strict master- Keepers are the only known entities that are
student relationship. able to affect time, and then only in a very
limited manner. Anything healed or repaired
by a Kalixa is put in a temporary stasis,
Going Down
tunnels of the Sunra or their new cousins, the
ADVENTURING Fan-Ra-San. Finally, the ‘real’ Underground
Highway in the Seven Kingdoms offers many
UNDERGROUND
possibilities, from caravan guarding to
diplomatic missions, Satada hunting, and epic
adventures.
Like the surface of Talislanta, the
Likewise, adventures can focus on many
Underground Highway contains many
aspects of the Underground Highway. How do
different settings and many ideas to use in
the players find out where to go? Can they
adventures. There is something for every style
survive on rations of fungus and moss that the
of play within the common theme of the
Kalixa showed them? Do they see those giant
Underground Highway. As the Underground
rough diamonds that will bring a small fortune
Highway spans all of Talislanta, it can be
on the market of Kasmir among the other
fitted in with most campaigns, for GMs who
crystals? Are you certain you brought enough
like to do something different for a change.
lantern oil? And how, in Terra’s name, do you
Many different approaches exist for fight a Satada warrior when the walls and the
running underground adventures. The classic ceiling don’t allow you to swing your sword
dungeon crawl is of course among them like you’re used to? The Underground
anywhere treasures are hidden. The Baratus Highway poses many new practical difficulties
hideouts or the catacombs of ancient Kasraan for GM and players to explore. Enjoy these
are ideal locations to do some dungeon challenges.
bashing. Spy’s Fate and the Rajan connection
In this and following chapters you will
are good places for stealth missions into
find ideas for adventures, new character
enemy terrain. The Wilderlands contain many
archetypes, skills, magic, equipment and
links with historical events in Talislanta and
creatures to use in your games. [Editor's note:
will appeal to spell casters in search of ancient
Most of the last three chapters are presented
spells or powerful magic items. Fans of water
here as incomplete outlines.]
adventures can chose their pick with the secret
Rockbottom Lore
MAGIC
UNDERGROUND [Editor's note: This heading was a
placeholder for subterranean-related magic
PATHS orders and spells.]
EQUIPMENT PATHS
[Editor's note: This heading was a
placeholder for subterranean-related
Canarge character paths for 5th Edition Talislanta.]
A combination of canoe and barge. This
boat has a small section in the back that seats
one person, who can proper the vehicle with
oars or a pole. The front part is broadened to
serve as a cargo area.
Speleological Gear
Not unlike mountaineering gear, this
includes rope, a small pick axe, watertight
bags, survival rations, a warm blanket, rough
leather gloves, metal spikes and a hammer.
Speleology
This skill covers all the tricks needed to
move through difficult tunnels. It includes
knowledge of what items to bring along, basic
rules of thumb (e.g. keep a minimum of three
steady hand- and footholds at all times,
regularly check your rope for cuts and wear
that may decrease its strength). It also allows
one to construct simple rope bridges and dig
out footholds with a pick axe.
Rafting
The ability to construct simple vessels out
of basic things that will remain afloat in water
and how to ride it in a wild water river.
Geology
Knowledge of geological layers,
recognition of different types of stone,
including ores, and their properties. It also
covers knowledge of seismic activity, the way
geysers work, and when lava has cooled down
to temperatures at which is strong enough to
support an adult man walking on it.
Orientation - Subterranean
This ability allows a player to find his way
around in the unfamiliar spaces of the
Underground Highway. With this skill one is
able to determine depth underground by
estimating the oxygen level of the air, predict
whether a tunnel will go up or down further
on, and determine which way the suns set even
though he can’t see them.
Secrets Buried
Deep
geological features, location and type of
UNDERGROUND fungal growth, echoes, and of course magic.
LORE WEIGHT
There are no shops below ground (with
the possible exception of certain stretches of
This section contains information about the Underground Highway beneath Durne), so
the things that make travelling and everything you want to have you must bring
adventuring underground different from the along yourself. Remember that many stretches
same activities on the surface of Talislanta, as of the Underground Highway are unfit for
well as tips for players to prepare themselves beasts of burden. Watch your encumbrance.
for a journey on the Underground Highway.
SURVIVING
GEOLOGY Know how to find food and water that is
While you may not see far ahead, the land safe to consume. Bring warm blankets and
you’re travelling through can tell you a lot pack them in a watertight bag. Moving
about its history, dangers, and resources. through water will get you wet, and there’s no
[Editor's note: This section would have sun to warm you but plenty of draughts to chill
provided details on geology for use by players you to the bone. Fires are not an option
and gamemasters alike.] wherever limited oxygen and smoke inhalation
are risks; toxic fumes and oxygen depletion
ORIENTATION may occur. Know how to cross deep crevices
and get to high-up tunnel entrances safely,
Know where you’re going. Even with a
map, it’s hard to say which way is north. Just where the rock is strong enough to attach a
like you can tell directions from which side of hook. Be aware of risks like cave-ins, floods,
a tree is covered with moss if you know the unstable ground, avalanches, waterfalls, and
main direction of the wind, so can the steep downward slopes coming to a dead end.
subterranean races tell directions from
(continued)
(continued)
Key to abbreviations:
Dj - People and Places: Djaffa (4th
edition)
NG - A Naturalist's Guide to Talislanta
(1st edition)
Tal3 - Talislanta Guidebook (3rd
edition)
Tal4 - Talislanta Fantasy Roleplaying
(4th Edition)
TC - Thystram's Collectanea (3rd
edition)
TM - Talislanta Menagerie (4th edition
/ d20)